Sorcerer
Base Class: Sorcerer

Your soul and part of your body is the product of artifice, fueled by magic which you can tap into and manipulate. They were constructed by a powerful entity, perhaps a skillful Artificer or even a divine smith. You may have always known to be a construct, or it might have come as a horrifying revelation. Maybe you weren't even always a creature of artifice and were transformed into one at some point in your life.

Whatever the case is, even if you look mostly Humanoid, your artificial nature shows in some ways. At your option, you can pick from or roll on the Artificial Soul Oddities table to create an oddity for yourself.

Artificial Soul Oddities

d10 Oddity
1 You are slightly magnetic, making small metal items sometimes cling to you.
2 The soft ticking of gears can be heard from within you.
3 Instead of blood, you bleed oily black liquid.
4 Your eyes faintly glow in the dark.
5 You emit a lot of body heat, or none at all.
6 Your voice has a somewhat metallic tone to it.
7 You sometimes let off random puffs of smoke or steam.
8 You conduct electricity surprisingly well, and seem to attract lightning.
9 You smell of oil and machinery.
10 Your movements are very stiff and calculated, sometimes making your joints squeak.

 

Constructed Nature

Starting at 1st level, your artificial parts grant you a measure of autonomy.

You have advantage on saving throws you make against being Poisoned, you do not need to eat, drink, or breathe, and you do not age, nor are you affected by magical effects that would cause you to age.

Spell Augmentation

Also at 1st level, the magic suffused within your spells can also alter you body, improving it in some way.

Whenever you cast a spell of 1st level or higher, you can augment yourself (no action required), with its effects depending on the spell's level and school of magic. These augmentations are described in the Spell Augmentation table below, and each augmentation lasts for a number of hours equal to your Charisma modifier, or until you use this feature again.

You can use this feature a number of times equal to your proficiency bonus, and regain any expended uses when you finish a long rest.

Spell Augmentation

Spell School Augmentation
Abjuration Your skin becomes more sturdy. Your AC increases by an amount equal to half the spell's level, rounded up (minimum +1).
Conjuration Your body produces a set of tools of your choice (such as Thieves' Tools, an instrument, or a set of artisan's tools) that are attached to you. When you make an ability check with these tools, you get a bonus to the check equal to half the spell's level, rounded up (minimum +1). 
Divination Your senses are overcharged. You gain a bonus to your Wisdom (Perception) checks equal to twice the spell's level.
Enchantment Your mind is sharpened. You gain a bonus to Constitution saving throws you make to maintain concentration equal to the spell's level.
Evocation Tiny magical spikes protrude from your skin, ready to shoot out. Whenever you deal damage with a spell or a weapon attack, you deal additional force damage equal to the spell's level.
Illusion Your skin gets a chameleon-like shimmer to it, and the sounds you make are muffled. You gain a bonus to Dexterity (Stealth) checks you make equal to twice the spell's level.
Necromancy Your body becomes more resilient. Both your current hit points and your hit point maximum increase by an amount equal to four times the spell's level.
Transmutation Your legs feel stronger and swifter. Your speed increases by a number of feet equal to five times the spell's level.

 

Arcane Overdrive

At 6th level, you have learned how to put your body into a powered-up state by expending your internal magic.

As an action, you can expend 3 Sorcery Points to go into an Overdrive state. While in this state, you gain the following benefits:

  • You gain an additional action on each of your turns. This action can only be used to take the Attack (one weapon attack only), [Tooltip Not Found] (one cantrip only), Dash, Disengage, Hide, or [Tooltip Not Found] actions.
  • You have resistance to nonmagical bludgeoning, piercing, and slashing damage.

At the start of each of your subsequent turns, you must expend 1 Sorcery Point (no action required) in order to maintain this state. If you do not, you spend the rest of your turn returning to your normal state, making you unable to move or take actions, bonus actions, or reactions until the start of your next turn. Instead of spending the rest of your turn returning to normal, you can also choose to take one level of Exhaustion when your Overdrive state ends in order to act normally.

Metallic Resilience

Also at 6th level, your body becomes even more artificial, making you less vulnerable to the elements.

You gain resistance to poison damage. When you fail a saving throw against an effect that causes you to gain the Poisoned condition, you can use your reaction to succeed on the saving throw instead. Once you do so, you cannot do so again until you finish a long rest.

Wings of Progress

At 14th level, you gain the ability to produce a pair of metallic appendages (like wings or thrusters) that allow you to fly.

While these appendages are present, you gain a flying speed equal to your walking speed. You can create these appendages as a bonus action on your turn, and they last until you dismiss them as a bonus action on your turn.

You cannot manifest your flying appendages while wearing armor, unless that armor is made to accommodate them. Clothing not made to accommodate these appendages might be destroyed when you manifest them as well.

Deus Ex Machina

At 18th level, your machine body has reached borderline perfection.

You are immune to poison damage, do not need to sleep, and magic cannot put you to sleep. You are also immune to any spell or effect that would alter your form against your will.

Moreover, you gain the ability to overload your body as a last-ditch effort when you are defeated. When you are reduced to 0 hit points, you can use your reaction to detonate in an explosion of magical power. Each creature within 20 ft. of you must make a Dexterity saving throw against your spell save DC. On a failure, a creature takes an amount of force damage equal to 5d10 + your Sorcerer level, or half as much damage on a success.

Once you explode, your component parts are scattered in a 50 ft. radius around the point of your explosion. While scattered in this way, you are considered Unconscious, but stable for as long as your parts are scattered. After 10 minutes pass, your component parts will converge and rebuild you, which takes 8 hours for the process to complete. At the end of this time frame, you are whole again, and regain 1 hit point. With your DM's permission, another creature might be able to help rebuild you in a faster time frame.

If at least one of your component parts is completely destroyed while you are scattered, you die.

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